Hi,
I'm working on a bloostain, that shall diffuse/expand over 450 frames to fill up the whole frame in the end (to be used as a kind of 2d transition effect later on)
I was able to do a nifty flip sim, but in the end it wasn't behaving like blood at all.
To get more of that blood-like rolling diffusion effect, I tried to introduce some viscosity. But with viscosity on, the stain isn't moving anymore.
(The bloodstain should already be there, so no dripping & dropping, only expansion in x and z)
Tried different viscosity-values, played around with friction and vel as well, still no luck.
I think some viscosity could help here, so can someone point the right direction to get it to work?
I`ll attach my try
thanks in advance
FLIP - Spreading Bloodstain
2814 8 0- SiRpRoHxO
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- mrCatfish
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I haven't rendered it yet, but with your sim I took out the POP attracts, took you existing point velocity and multiplied it by 25 , plugged in a POP wrangle with , and turned on viscocity and “Slip on collision”. When surfacing, I smoothed it out a lot, and it's looking pretty cool. It might be splashing too high in Y, but you can post-sim scale this down.
EDIT: Rendered it and it is indeed not looking sticky like blood.
@v*=25;
@P.y*=.1;
EDIT: Rendered it and it is indeed not looking sticky like blood.
Edited by mrCatfish - Nov. 25, 2020 14:31:13
Sean Lewkiw
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Did you try to use the POP fluid node? I've been playing around with that and it's a million times faster and it's already looking a lot more like blood. I think the biggest problem is I assume you want it to get bigger and bigger, and it's just going to turn into a blob eventually. Is it supposed to be a splatter or a spreading pool?
Sean Lewkiw
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You can grab some velocity from another object at SOP level with a POP wrangle and pcopen. Check out attached file and look at the “keep_going” POP wrangle… you can animate the “boost” channel to increase the velocity when it start to slow down.
Edited by mrCatfish - Nov. 26, 2020 09:17:20
Sean Lewkiw
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